// // Created by Bradley Austin Davis on 2016/07/11 // Copyright 2013-2016 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // struct OverlayData { mat4 mvp; vec4 glowPoints; vec4 glowColors[2]; vec4 resolutionRadiusAlpha; vec4 extraGlowColor; vec2 extraGlowPoint; }; layout(std140) uniform overlayBuffer { OverlayData overlay; }; mat4 mvp = overlay.mvp; layout(location = 0) in vec3 Position; layout(location = 3) in vec2 TexCoord; out vec3 vPosition; out vec2 vTexCoord; void main() { gl_Position = mvp * vec4(Position, 1); vTexCoord = TexCoord; vPosition = Position; }